Пример #1
0
 public MeshMakerTriangle(int id, ref MeshMakerVertex vertex1, ref MeshMakerVertex vertex2, ref MeshMakerVertex vertex3)
 {
     ID      = id;
     Vertex1 = vertex1;
     Vertex2 = vertex2;
     Vertex3 = vertex3;
     RefreshEdge();
 }
Пример #2
0
 /// <summary>
 /// 为所有面执行移除操作,条件是该面包含顶点vertex
 /// </summary>
 public static void RemoveByVertex(this List <MeshMakerTriangle> triangles, MeshMakerVertex vertex)
 {
     for (int i = 0; i < triangles.Count; i++)
     {
         if (triangles[i].Vertex1 == vertex || triangles[i].Vertex2 == vertex || triangles[i].Vertex3 == vertex)
         {
             triangles.RemoveAt(i);
             i--;
         }
     }
 }
Пример #3
0
 /// <summary>
 /// 判断vertex1和vertex2是否相连,也就是判断是否存在于同一面中
 /// </summary>
 public static bool IsConnected(this List <MeshMakerTriangle> triangles, MeshMakerVertex vertex1, MeshMakerVertex vertex2)
 {
     for (int i = 0; i < triangles.Count; i++)
     {
         if ((triangles[i].Vertex1 == vertex1 || triangles[i].Vertex2 == vertex1 || triangles[i].Vertex3 == vertex1) &&
             (triangles[i].Vertex1 == vertex2 || triangles[i].Vertex2 == vertex2 || triangles[i].Vertex3 == vertex2))
         {
             return(true);
         }
     }
     return(false);
 }
Пример #4
0
 /// <summary>
 /// 清空鼠标当前选中的目标
 /// </summary>
 private void ClearCheckedTarget()
 {
     if (_currentCheckedTriangle != null)
     {
         _currentCheckedTriangle = null;
     }
     if (_currentCheckedEdge != null)
     {
         _currentCheckedEdge = null;
     }
     if (_currentCheckedVertex != null)
     {
         _currentCheckedVertex = null;
     }
 }
Пример #5
0
    /// <summary>
    /// 截获鼠标当前选中的目标
    /// </summary>
    private void CaptureCheckedTarget()
    {
        if (!_secondaryHandle && Event.current.button == 1 && Event.current.isMouse && Event.current.type == EventType.MouseDown)
        {
            RaycastHit hit;
            if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(Event.current.mousePosition), out hit))
            {
                if (hit.triangleIndex >= 0 && hit.triangleIndex < _meshMaker.Triangles.Count)
                {
                    _currentCheckedTriangle = _meshMaker.Triangles[hit.triangleIndex];
                }
                else
                {
                    ClearCheckedTarget();
                }
            }
            else
            {
                ClearCheckedTarget();
            }

            if (_currentCheckedTriangle != null)
            {
                switch (_currentEditMode)
                {
                case EditMode.Vertex:
                    _currentCheckedVertex = _currentCheckedTriangle.GetVertexByClick(hit.point);
                    break;

                case EditMode.Edge:
                    _currentCheckedEdge = _currentCheckedTriangle.GetEdgeByClick(hit.point);
                    SetEditEdge();
                    break;

                case EditMode.Face:
                    SetEditTriangle();
                    break;
                }
            }
        }

        Selection.activeObject = _meshMaker.gameObject;

        ShowCheckedTarget();
    }
Пример #6
0
 /// <summary>
 /// 为所有面执行替换操作,将旧的顶点oldVertex替换为新的顶点newVertex
 /// </summary>
 public static void ReplaceVertex(this List <MeshMakerTriangle> triangles, MeshMakerVertex oldVertex, MeshMakerVertex newVertex)
 {
     for (int i = 0; i < triangles.Count; i++)
     {
         if (triangles[i].Vertex1 == oldVertex)
         {
             triangles[i].Vertex1 = newVertex;
             triangles[i].RefreshEdge();
         }
         else if (triangles[i].Vertex2 == oldVertex)
         {
             triangles[i].Vertex2 = newVertex;
             triangles[i].RefreshEdge();
         }
         else if (triangles[i].Vertex3 == oldVertex)
         {
             triangles[i].Vertex3 = newVertex;
             triangles[i].RefreshEdge();
         }
     }
 }
Пример #7
0
    /// <summary>
    /// 为所有面执行分割操作,条件是该面包含顶点vertex1和vertex2,并以新的顶点newVertex作为分割之后的顶点
    /// </summary>
    public static void SegmentationTriangle(this List <MeshMakerTriangle> triangles, MeshMakerVertex vertex1, MeshMakerVertex vertex2, MeshMakerVertex newVertex)
    {
        List <MeshMakerTriangle> newTriangles = new List <MeshMakerTriangle>();

        for (int i = 0; i < triangles.Count; i++)
        {
            if ((triangles[i].Vertex1 == vertex1 || triangles[i].Vertex1 == vertex2) && (triangles[i].Vertex2 == vertex1 || triangles[i].Vertex2 == vertex2))
            {
                MeshMakerTriangle mmt1 = new MeshMakerTriangle(0, ref triangles[i].Vertex1, ref newVertex, ref triangles[i].Vertex3);
                MeshMakerTriangle mmt2 = new MeshMakerTriangle(0, ref newVertex, ref triangles[i].Vertex2, ref triangles[i].Vertex3);
                triangles.RemoveAt(i);
                newTriangles.Add(mmt1);
                newTriangles.Add(mmt2);
                i--;
            }
            else if ((triangles[i].Vertex2 == vertex1 || triangles[i].Vertex2 == vertex2) && (triangles[i].Vertex3 == vertex1 || triangles[i].Vertex3 == vertex2))
            {
                MeshMakerTriangle mmt1 = new MeshMakerTriangle(0, ref triangles[i].Vertex1, ref triangles[i].Vertex2, ref newVertex);
                MeshMakerTriangle mmt2 = new MeshMakerTriangle(0, ref triangles[i].Vertex1, ref newVertex, ref triangles[i].Vertex3);
                triangles.RemoveAt(i);
                newTriangles.Add(mmt1);
                newTriangles.Add(mmt2);
                i--;
            }
            else if ((triangles[i].Vertex1 == vertex1 || triangles[i].Vertex1 == vertex2) && (triangles[i].Vertex3 == vertex1 || triangles[i].Vertex3 == vertex2))
            {
                MeshMakerTriangle mmt1 = new MeshMakerTriangle(0, ref triangles[i].Vertex1, ref triangles[i].Vertex2, ref newVertex);
                MeshMakerTriangle mmt2 = new MeshMakerTriangle(0, ref newVertex, ref triangles[i].Vertex2, ref triangles[i].Vertex3);
                triangles.RemoveAt(i);
                newTriangles.Add(mmt1);
                newTriangles.Add(mmt2);
                i--;
            }
        }
        triangles.AddRange(newTriangles);
    }
Пример #8
0
    /// <summary>
    /// 初始化
    /// </summary>
    private void Init()
    {
        #region 检测Mesh
        this.CompileNoEditor(delegate()
        {
            DestroyImmediate(this);
            return;
        });

        if (EditorApplication.isPlaying)
        {
            DestroyImmediate(this);
            return;
        }

        string msseage = "OK";
        if (GetComponent <MeshFilter>() == null)
        {
            msseage = "游戏物体缺少组件 MeshFilter!";
        }
        else if (GetComponent <MeshRenderer>() == null)
        {
            msseage = "游戏物体缺少组件 MeshRenderer!";
        }
        else if (GetComponent <MeshFilter>().sharedMesh.vertexCount > _astrictVertexNum)
        {
            msseage = "游戏物体顶点太多,我无法处理!";
        }

        if (msseage != "OK")
        {
            DestroyImmediate(this);
            Debug.LogWarning(msseage);
            return;
        }
        #endregion

        #region 识别MeshVertex
        _allUVs     = new List <Vector2>(GetComponent <MeshFilter>().sharedMesh.uv);
        _allNormals = new List <Vector3>(GetComponent <MeshFilter>().sharedMesh.normals);
        _allVertexs = new List <Vector3>(GetComponent <MeshFilter>().sharedMesh.vertices);

        Vertexs = new List <MeshMakerVertex>();

        List <int> repetitionVertices = new List <int>();
        for (int i = 0; i < _allVertexs.Count; i++)
        {
            this.CompileOnlyEditor(delegate()
            {
                EditorUtility.DisplayProgressBar("识别顶点", "正在识别顶点(" + i + "/" + _allVertexs.Count + ")......", 1.0f / _allVertexs.Count * i);
            });

            if (repetitionVertices.Contains(i))
            {
                continue;
            }

            List <int> verticesGroup = new List <int>();
            verticesGroup.Add(i);

            for (int j = i + 1; j < _allVertexs.Count; j++)
            {
                if (_allVertexs[i] == _allVertexs[j])
                {
                    verticesGroup.Add(j);
                    repetitionVertices.Add(j);
                }
            }
            Vertexs.Add(new MeshMakerVertex(Vertexs.Count, transform.localToWorldMatrix.MultiplyPoint3x4(_allVertexs[i]), _allUVs[i], _allNormals[i], verticesGroup));
        }
        #endregion

        #region 识别MeshTriangle
        _allTriangles = new List <int>(GetComponent <MeshFilter>().sharedMesh.triangles);

        Triangles = new List <MeshMakerTriangle>();

        for (int i = 0; (i + 2) < _allTriangles.Count; i += 3)
        {
            this.CompileOnlyEditor(delegate()
            {
                EditorUtility.DisplayProgressBar("识别顶点", "正在识别顶点(" + i + "/" + _allTriangles.Count + ")......", 1.0f / _allTriangles.Count * i);
            });

            MeshMakerVertex   mmv1 = Vertexs.GetVertexByIndex(_allTriangles[i]);
            MeshMakerVertex   mmv2 = Vertexs.GetVertexByIndex(_allTriangles[i + 1]);
            MeshMakerVertex   mmv3 = Vertexs.GetVertexByIndex(_allTriangles[i + 2]);
            MeshMakerTriangle mmt  = new MeshMakerTriangle(Triangles.Count, ref mmv1, ref mmv2, ref mmv3);
            Triangles.Add(mmt);
        }
        for (int i = 0; i < Vertexs.Count; i++)
        {
            Vertexs[i].VertexIndexs.Clear();
        }
        #endregion

        #region 重构Mesh
        if (Target)
        {
            DestroyImmediate(Target);
        }

        Target = new GameObject(transform.name + "(Clone)");
        Target.transform.SetParent(transform);
        Target.transform.localPosition = Vector3.zero;
        Target.transform.localRotation = Quaternion.Euler(Vector3.zero);
        Target.transform.localScale    = Vector3.one;
        Target.hideFlags             = HideFlags.HideInHierarchy;
        _meshFilter                  = Target.AddComponent <MeshFilter>();
        _meshRenderer                = Target.AddComponent <MeshRenderer>();
        _meshRenderer.sharedMaterial = GetComponent <MeshRenderer>().sharedMaterial;
        _meshCollider                = Target.AddComponent <MeshCollider>();

        GenerateMesh();

        GetComponent <MeshRenderer>().enabled = false;
        if (GetComponent <Collider>())
        {
            GetComponent <Collider>().enabled = false;
        }
        EditorUtility.ClearProgressBar();
        #endregion

        #region 其他编辑器参数初始化
        CheckedColor     = Color.red;
        HoverColor       = Color.green;
        VertexHandleSize = 0.005f;
        IsCanEdit        = true;
        #endregion
    }
Пример #9
0
    /// <summary>
    /// 高级编辑模式
    /// </summary>
    private void SecondaryHandle()
    {
        if (_secondaryHandle)
        {
            #region 顶点模式
            if (_currentEditMode == EditMode.Vertex && _currentCheckedVertex != null)
            {
                switch (_secondaryHandleMode)
                {
                case SecondaryHandleMode.Delete:
                    _meshMaker.Vertexs.Remove(_currentCheckedVertex);
                    _meshMaker.Vertexs.RefreshID();
                    _meshMaker.Triangles.RemoveByVertex(_currentCheckedVertex);
                    _meshMaker.Triangles.RefreshID();
                    _meshMaker.GenerateMesh();
                    _currentCheckedVertex = null;
                    StopSecondaryHandle();
                    break;

                case SecondaryHandleMode.Welding:
                    Vector3 wv = _meshMaker.ScreenToWorldPointInScene(_sceneCamera, Event.current.mousePosition, _currentCheckedVertex.Vertex);
                    Handles.DrawDottedLine(_currentCheckedVertex.Vertex, wv, 0.2f);
                    Handles.Label(wv, "   请选择焊接目标");
                    if (Event.current.button == 1 && Event.current.isMouse && Event.current.type == EventType.MouseDown)
                    {
                        RaycastHit hit;
                        if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(Event.current.mousePosition), out hit))
                        {
                            if (hit.triangleIndex >= 0 && hit.triangleIndex < _meshMaker.Triangles.Count)
                            {
                                MeshMakerVertex mmv = _meshMaker.Triangles[hit.triangleIndex].GetVertexByClick(hit.point);

                                if (mmv != _currentCheckedVertex)
                                {
                                    _meshMaker.Vertexs.Remove(_currentCheckedVertex);
                                    _meshMaker.Vertexs.RefreshID();
                                    _meshMaker.Triangles.RemoveByVertexs(_currentCheckedVertex, mmv);
                                    _meshMaker.Triangles.ReplaceVertex(_currentCheckedVertex, mmv);
                                    _meshMaker.Triangles.RefreshID();
                                    _meshMaker.GenerateMesh();
                                    _currentCheckedVertex = null;
                                }
                            }
                        }
                        StopSecondaryHandle();
                    }
                    break;

                case SecondaryHandleMode.Clone:
                    Vector3 cv = _meshMaker.ScreenToWorldPointInScene(_sceneCamera, Event.current.mousePosition, _currentCheckedVertex.Vertex);
                    Handles.DrawDottedLine(_currentCheckedVertex.Vertex, cv, 0.2f);
                    Handles.Label(cv, "   请选择参照目标");
                    if (Event.current.button == 1 && Event.current.isMouse && Event.current.type == EventType.MouseDown)
                    {
                        RaycastHit hit;
                        if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(Event.current.mousePosition), out hit))
                        {
                            if (hit.triangleIndex >= 0 && hit.triangleIndex < _meshMaker.Triangles.Count)
                            {
                                MeshMakerVertex mmv = _meshMaker.Triangles[hit.triangleIndex].GetVertexByClick(hit.point);

                                if (mmv != _currentCheckedVertex && _meshMaker.Triangles.IsConnected(_currentCheckedVertex, mmv))
                                {
                                    Vector3         vertex = Vector3.Lerp(_currentCheckedVertex.Vertex, mmv.Vertex, 0.5f);
                                    Vector2         uv     = Vector2.Lerp(_currentCheckedVertex.UV, mmv.UV, 0.5f);
                                    MeshMakerVertex newMmv = new MeshMakerVertex(0, vertex, uv, _currentCheckedVertex.Normal, new List <int>());

                                    _meshMaker.Vertexs.Add(newMmv);
                                    _meshMaker.Vertexs.RefreshID();
                                    _meshMaker.Triangles.SegmentationTriangle(mmv, _currentCheckedVertex, newMmv);
                                    _meshMaker.Triangles.RefreshID();
                                    _meshMaker.GenerateMesh();
                                    _currentCheckedVertex = null;
                                }
                            }
                        }
                        StopSecondaryHandle();
                    }
                    break;
                }
            }
            #endregion
        }
    }
Пример #10
0
    private void Init()
    {
        _meshMaker = target as MeshMaker;
        if (_meshMaker == null || EditorApplication.isPlaying)
        {
            return;
        }

        TransformChange(_meshMaker);
        _currentHoverTriangle   = null;
        _currentCheckedTriangle = null;
        _currentCheckedVertex   = null;
        _currentCheckedEdge     = null;
        _currentHandleTool      = HandleTool.None;
        _currentEditMode        = EditMode.Vertex;

        _currentEditTriangle = new GameObject("Triangle");
        _currentEditTriangle.transform.SetParent(_meshMaker.Target.transform);
        _currentEditTriangle.hideFlags = HideFlags.HideInHierarchy;
        _currentEditTriangleVertex1    = new GameObject("Vertex1");
        _currentEditTriangleVertex1.transform.SetParent(_currentEditTriangle.transform);
        _currentEditTriangleVertex1.hideFlags = HideFlags.HideInHierarchy;
        _currentEditTriangleVertex2           = new GameObject("Vertex2");
        _currentEditTriangleVertex2.transform.SetParent(_currentEditTriangle.transform);
        _currentEditTriangleVertex2.hideFlags = HideFlags.HideInHierarchy;
        _currentEditTriangleVertex3           = new GameObject("Vertex3");
        _currentEditTriangleVertex3.transform.SetParent(_currentEditTriangle.transform);
        _currentEditTriangleVertex3.hideFlags = HideFlags.HideInHierarchy;

        _currentEditEdge = new GameObject("Edge");
        _currentEditEdge.transform.SetParent(_meshMaker.Target.transform);
        _currentEditEdge.hideFlags = HideFlags.HideInHierarchy;
        _currentEditEdgeVertex1    = new GameObject("Vertex1");
        _currentEditEdgeVertex1.transform.SetParent(_currentEditEdge.transform);
        _currentEditEdgeVertex1.hideFlags = HideFlags.HideInHierarchy;
        _currentEditEdgeVertex2           = new GameObject("Vertex2");
        _currentEditEdgeVertex2.transform.SetParent(_currentEditEdge.transform);
        _currentEditEdgeVertex2.hideFlags = HideFlags.HideInHierarchy;

        if (_vertexButtonContent == null)
        {
            Texture2D t2d = AssetDatabase.LoadAssetAtPath("Assets/MeshEditor/MeshMaker/Editor/Texture/Vertex.png", typeof(Texture2D)) as Texture2D;
            _vertexButtonContent = new GUIContent("", t2d, "Vertex Edit Mode");
        }
        if (_edgeButtonContent == null)
        {
            Texture2D t2d = AssetDatabase.LoadAssetAtPath("Assets/MeshEditor/MeshMaker/Editor/Texture/Edge.png", typeof(Texture2D)) as Texture2D;
            _edgeButtonContent = new GUIContent("", t2d, "Edge Edit Mode");
        }
        if (_faceButtonContent == null)
        {
            Texture2D t2d = AssetDatabase.LoadAssetAtPath("Assets/MeshEditor/MeshMaker/Editor/Texture/Face.png", typeof(Texture2D)) as Texture2D;
            _faceButtonContent = new GUIContent("", t2d, "Face Edit Mode");
        }
        if (_noneButtonContent == null)
        {
            Texture2D t2d = AssetDatabase.LoadAssetAtPath("Assets/MeshEditor/MeshMaker/Editor/Texture/None.png", typeof(Texture2D)) as Texture2D;
            _noneButtonContent = new GUIContent("", t2d, "None Edit Mode");
        }
        _secondaryHandle        = false;
        _secondaryHandleMode    = SecondaryHandleMode.None;
        _sceneCamera            = SceneView.lastActiveSceneView.camera;
        Undo.undoRedoPerformed += OnRecord;
    }
Пример #11
0
 public MeshMakerEdge(ref MeshMakerVertex vertex1, ref MeshMakerVertex vertex2)
 {
     Vertex1 = vertex1;
     Vertex2 = vertex2;
 }